2020-07-15 17:22:11 +02:00
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---
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title: "Polymorphic Flyweight in C++"
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date: 2020-07-22T16:16:39+0200
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draft: false # I don't care for draft mode, git has branches for that
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2021-10-20 12:37:19 +02:00
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description: "A no-boilerplate flyweight pattern"
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2020-07-15 17:22:11 +02:00
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tags:
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- design pattern
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- C++
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categories:
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- programming
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series:
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- Generic flyweight
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favorite: false
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---
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Coming back from our last post about [generic flyweights in C++]({{< relref
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2021-10-18 22:41:44 +02:00
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"../2020-07-16-generic-flyweight-cpp/index.md" >}}), we can write a flyweight
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that can be used with any abstract base classes.
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2020-07-15 17:22:11 +02:00
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<!--more-->
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## Motivation
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I was writing a raytracer in C++, and used an abstract base class to represent
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textures. Having to potentially instantiate numerous identical textures, I
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wanted to avoid that problem and instead use a flyweight for my textures.
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I first thought about using the generic flyweight scheme that I presented last
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time, however to do so I need a way to store and compare my objects.
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I needed some infrastructure to extend the technique to be useful for my new
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use case.
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## RTTI and order
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My textures' interface are the way I want to manipulate them in my raytracer,
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I cannot have access to the underlying type, and do not want to have to juggle
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their types outside of the implementation.
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I also want to use RAII effectively, to avoid the headache of juggling
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lifetimes.
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To this effect, I need to store some `std::unique_ptr<TextureInterface>` inside
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2020-08-27 17:32:57 +02:00
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my set. However, to do so I need to come up with a way to totally order my
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2020-07-15 17:22:11 +02:00
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values behind the `TextureInterface`.
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[std::type_info](https://en.cppreference.com/w/cpp/types/type_info) comes to
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the rescue: more specifically its sibling class
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[std::type_index](https://en.cppreference.com/w/cpp/types/type_info/before).
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I could order my textures by their `std::type_index` to order them first by
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chunks of types, and then sort the values inside the chunks by calling an
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ordering method on my polymorphic objects.
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## Implementation
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The abstract class looked like this:
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```cpp
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class AbstractTexture {
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// Abstract method to compare two instances of the same class
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virtual bool less_than(const AbstractTexture& other) = 0;
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public:
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virtual ~AbstractTexture() = default; // Abstract class => virtual destructor
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friend operator<(const AbstractTexture& lhs, const AbstractTexture& rhs) {
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const std::type_index lhs_i(lhs);
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const std::type_index rhs_i(rhs);
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if (lhs_i != rhs_i)
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returh lhs_i < rhs_i;
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// We are now assured that both classes have the same type
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return less_than(rhs);
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}
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};
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```
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And one of its children should be implemented like this:
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```cpp
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class UniformTexture : public AbstractTexture {
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Color color_;
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bool less_than(const AbstractTexture& other) override {
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// We are assured that 'other' is of the same type at this point
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const auto& rhs = dynamic_cast<const UniformTexture&>(other);
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return color_ < rhs.color_; // Return appropriate order
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}
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};
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```
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We can now create a flyweight texture class by doing:
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```cpp
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// Nice alias for a pointer to AbstractTexture
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using texture_ptr = std::unique_ptr<AbstractTexture>;
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// An implementation of the 'less_than' comparison for 'texture_ptr'
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class TextureCmp {
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bool operator()(const texture_ptr& lhs, const texture_ptr& rhs) {
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return *lhs < *rhs; // Proxy to operator< for AbstractTexture
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}
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}
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class Texture : Unique<texture_ptr, TextureCmp> {
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// Implement using the underlying AbstractTexture interface
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};
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```
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## Conclusion
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I have now showed you this technique to implement a flyweight for any abstract
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class you might want to use it for. Having neither seen anybody use an `std::set`
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to store flyweights, nor anybody writing tutorials about storing polymorphic
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objects in flyweights, I had a blast trying to figure out an elegant solution to
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this problem.
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My first implementation was complicated by the use of `std::type_info`
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directly, basically re-implementing `std::type_index` because I had missed it
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while reading the docs.
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We could specialise our `Unique` class to avoid the double dereferencing when
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storing pointers in our set (instead of having the Unique store a pointer to
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the stored smart-pointer). We could also automatise the use of a comparison
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functor similar to the `TextureCmp` class defined above when storing
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pointer-like values in the set. Both of those are left as an exercise to the
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reader :winking_face:
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